Miles Edgeworth Posted August 20, 2007 Share Posted August 20, 2007 I'm making a mod, (that's an armband) and with it you can add/remove party members. Anyway, when I tell it to remove party members, it works perfectly. Example Remove script: void main() { RemoveNPCFromPartyToBase(NPC_ATTON); RemoveAvailableNPC(NPC_ATTON); } But, when I tell it to add party members, it just does nothing. For adding party members, I'm using the default recruit script for them. Link to comment Share on other sites More sharing options...
stoffe Posted August 20, 2007 Share Posted August 20, 2007 But, when I tell it to add party members, it just does nothing. For adding party members, I'm using the default recruit script for them. The default scripts adding party members use AddAvailableNPCByObject() to do so, which requires an instance of the NPC to add to the party roster to be present in the area where the script is run. I.e. they must already be waiting around there, or be spawned in before the script is run. If you want to create a new instance of an NPC and add that to the party roster without it already being present in the game world you should use AddAvailableNPCByTemplate() instead. This function takes the name of an UTC file to create the NPC from as its second parameter. Link to comment Share on other sites More sharing options...
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